Example #1
0
        /// <summary>
        /// Tries to find an existing texture, or create a new one if not found.
        /// </summary>
        /// <param name="dsState">Depth-stencil buffer texture to find or create</param>
        /// <param name="size">Size of the depth-stencil texture</param>
        /// <param name="samplesInX">Number of samples in the X direction, for MSAA</param>
        /// <param name="samplesInY">Number of samples in the Y direction, for MSAA</param>
        /// <param name="sizeHint">A hint indicating the minimum used size for the texture</param>
        /// <returns>The texture</returns>
        public Texture FindOrCreateTexture(RtDepthStencilState dsState, Size3D size, int samplesInX, int samplesInY, Size sizeHint)
        {
            int gobBlocksInY = dsState.MemoryLayout.UnpackGobBlocksInY();
            int gobBlocksInZ = dsState.MemoryLayout.UnpackGobBlocksInZ();

            Target target = (samplesInX | samplesInY) != 1
                ? Target.Texture2DMultisample
                : Target.Texture2D;

            FormatInfo formatInfo = dsState.Format.Convert();

            TextureInfo info = new TextureInfo(
                dsState.Address.Pack(),
                size.Width,
                size.Height,
                size.Depth,
                1,
                samplesInX,
                samplesInY,
                0,
                false,
                gobBlocksInY,
                gobBlocksInZ,
                1,
                target,
                formatInfo);

            Texture texture = FindOrCreateTexture(TextureSearchFlags.WithUpscale, info, dsState.LayerSize * 4, sizeHint);

            texture?.SynchronizeMemory();

            return(texture);
        }
Example #2
0
        /// <summary>
        /// Tries to find an existing texture, or create a new one if not found.
        /// </summary>
        /// <param name="memoryManager">GPU memory manager where the texture is mapped</param>
        /// <param name="dsState">Depth-stencil buffer texture to find or create</param>
        /// <param name="size">Size of the depth-stencil texture</param>
        /// <param name="layered">Indicates if the texture might be accessed with a non-zero layer index</param>
        /// <param name="samplesInX">Number of samples in the X direction, for MSAA</param>
        /// <param name="samplesInY">Number of samples in the Y direction, for MSAA</param>
        /// <param name="sizeHint">A hint indicating the minimum used size for the texture</param>
        /// <returns>The texture</returns>
        public Texture FindOrCreateTexture(
            MemoryManager memoryManager,
            RtDepthStencilState dsState,
            Size3D size,
            bool layered,
            int samplesInX,
            int samplesInY,
            Size sizeHint)
        {
            int gobBlocksInY = dsState.MemoryLayout.UnpackGobBlocksInY();
            int gobBlocksInZ = dsState.MemoryLayout.UnpackGobBlocksInZ();

            Target target;

            if (dsState.MemoryLayout.UnpackIsTarget3D())
            {
                target = Target.Texture3D;
            }
            else if ((samplesInX | samplesInY) != 1)
            {
                target = size.Depth > 1 && layered
                    ? Target.Texture2DMultisampleArray
                    : Target.Texture2DMultisample;
            }
            else
            {
                target = size.Depth > 1 && layered
                    ? Target.Texture2DArray
                    : Target.Texture2D;
            }

            FormatInfo formatInfo = dsState.Format.Convert();

            TextureInfo info = new TextureInfo(
                dsState.Address.Pack(),
                size.Width,
                size.Height,
                size.Depth,
                1,
                samplesInX,
                samplesInY,
                0,
                false,
                gobBlocksInY,
                gobBlocksInZ,
                1,
                target,
                formatInfo);

            Texture texture = FindOrCreateTexture(memoryManager, TextureSearchFlags.WithUpscale, info, dsState.LayerSize * 4, sizeHint);

            texture?.SynchronizeMemory();

            return(texture);
        }
Example #3
0
        /// <summary>
        /// Tries to find an existing texture, or create a new one if not found.
        /// </summary>
        /// <param name="dsState">Depth-stencil buffer texture to find or create</param>
        /// <param name="size">Size of the depth-stencil texture</param>
        /// <param name="samplesInX">Number of samples in the X direction, for MSAA</param>
        /// <param name="samplesInY">Number of samples in the Y direction, for MSAA</param>
        /// <param name="sizeHint">A hint indicating the minimum used size for the texture</param>
        /// <returns>The texture</returns>
        public Texture FindOrCreateTexture(RtDepthStencilState dsState, Size3D size, int samplesInX, int samplesInY, Size sizeHint)
        {
            ulong gpuVa   = dsState.Address.Pack();
            ulong address = _context.MemoryManager.Translate(gpuVa);

            if (address == MemoryManager.PteUnmapped)
            {
                return(null);
            }

            int gobBlocksInY = dsState.MemoryLayout.UnpackGobBlocksInY();
            int gobBlocksInZ = dsState.MemoryLayout.UnpackGobBlocksInZ();

            Target target = (samplesInX | samplesInY) != 1
                ? Target.Texture2DMultisample
                : Target.Texture2D;

            FormatInfo formatInfo = dsState.Format.Convert();

            TextureInfo info = new TextureInfo(
                address,
                gpuVa,
                size.Width,
                size.Height,
                size.Depth,
                1,
                samplesInX,
                samplesInY,
                0,
                false,
                gobBlocksInY,
                gobBlocksInZ,
                1,
                target,
                formatInfo);

            Texture texture = FindOrCreateTexture(info, TextureSearchFlags.WithUpscale, dsState.LayerSize * 4, sizeHint);

            texture.SynchronizeMemory();

            return(texture);
        }
Example #4
0
        /// <summary>
        /// Tries to find an existing texture, or create a new one if not found.
        /// </summary>
        /// <param name="dsState">Depth-stencil buffer texture to find or create</param>
        /// <param name="size">Size of the depth-stencil texture</param>
        /// <param name="samplesInX">Number of samples in the X direction, for MSAA</param>
        /// <param name="samplesInY">Number of samples in the Y direction, for MSAA</param>
        /// <returns>The texture</returns>
        public Texture FindOrCreateTexture(RtDepthStencilState dsState, Size3D size, int samplesInX, int samplesInY)
        {
            ulong address = _context.MemoryManager.Translate(dsState.Address.Pack());

            if (address == MemoryManager.BadAddress)
            {
                return(null);
            }

            int gobBlocksInY = dsState.MemoryLayout.UnpackGobBlocksInY();
            int gobBlocksInZ = dsState.MemoryLayout.UnpackGobBlocksInZ();

            Target target = (samplesInX | samplesInY) != 1
                ? Target.Texture2DMultisample
                : Target.Texture2D;

            FormatInfo formatInfo = dsState.Format.Convert();

            TextureInfo info = new TextureInfo(
                address,
                size.Width,
                size.Height,
                size.Depth,
                1,
                samplesInX,
                samplesInY,
                0,
                false,
                gobBlocksInY,
                gobBlocksInZ,
                1,
                target,
                formatInfo);

            Texture texture = FindOrCreateTexture(info);

            texture.SynchronizeMemory();

            return(texture);
        }